Subject: General Tech | February 11, 2016 - 12:27 PM | Ken Addison
Tagged: vr edition, video, UMC, ue4, podcast, phanteks, nvidia, logitech, GTX 980 Ti, g810, evga, enthoo evolv itx, asrtock, arm, amd, 28HPCU
PC Perspective Podcast #386 - 02/10/2016
Join us this week as we discuss the Logitech G810, Phanteks Enthoo EVOLV ITX, GTX 980 Ti VR Edition and more!
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Hosts: Ryan Shrout, Jeremy Hellstrom, Josh Walrath, and Allyn Malventano
Program length: 1:30:34
Week in Review:
0:26:20 EVGA 750W GQ Power Supply Review
0:36:45 This week’s podcast is brought to you by Casper. Use code PCPER at checkout for $50 towards your order!
News items of interest:
Hardware/Software Picks of the Week
Subject: General Tech, Shows and Expos | February 4, 2016 - 07:47 PM | Scott Michaud
Tagged: GDC, gdc 2016, epic games, ue4, VR, vive vr
Epic Games released Unreal Engine 4 at GDC two years ago, and removed its subscription fee at the next year's show. This year, one of the things that they will show is Unreal Editor in VR with the HTC Vive. Using the system's motion controllers, you will be able to move objects and access UI panels in the virtual environment. They open the video declaring that this is not an experimental project.
Without using this technology, it's hard to comment on its usability. It definitely looks interesting, and might be useful for VR experiences. You can see what your experience will look like as you create it, and you probably even save a bit of time in rapid iteration by not continuously wearing and removing the equipment. I wonder how precise it will be though, since the laser pointers and objects seemed to snap and jitter a bit. That said, it might be just as precise and, even still, it only really matters how it looks and behaves, and it shouldn't even prevent minor tweaks after the fact anyway.
Epic Games expects to discuss the release plans at the show.
Subject: General Tech | January 20, 2016 - 07:06 PM | Scott Michaud
Tagged: vulkan, ue4, nvidia, Intel, gdc 2016, GDC, epic games, DirectX 12, Codemasters, arm, amd
The 30th Game Developers Conference (GDC) will take place on March 14th through March 18th, with the expo itself starting on March 16th. The sessions have been published at some point, with DX12 and Vulkan prominently featured. While the technologies have not been adopted as quickly as advertised, the direction is definitely forward. In fact, NVIDIA, Khronos Group, and Valve have just finished hosting a developer day for Vulkan. It is coming.
One interesting session will be hosted by Codemasters and Intel, which discusses bringing the F1 2015 engine to DirectX 12. It will highlight a few features they implemented, such as voxel based raytracing using conservative rasterization, which overestimates the size of individual triangles so you don't get edge effects on pixels that are partially influenced by an edge that cuts through a tiny, but not negligible, portion of them. Sites like Game Debate (Update: Whoops, forgot the link) wonder if these features will be patched in to older titles, like F1 2015, or if they're just R&D for future games.
Another keynote will discuss bringing Vulkan to mobile through Unreal Engine 4. This one will be hosted by ARM and Epic Games. Mobile processors have quite a few cores, albeit ones that are slower at single-threaded tasks, and decent GPUs. Being able to keep them loaded will bring their gaming potential up closer to the GPU's theoretical performance, which has surpassed both the Xbox 360 and PlayStation 3, sometimes by a factor of 2 or more.
Many (most?) slide decks and video recordings are available for free after the fact, but we can't really know which ones ahead of time. It should be an interesting year, though.
Subject: General Tech | November 17, 2015 - 06:40 PM | Scott Michaud
Tagged: ue4, Nintendo, maker, hobbyist
Okay this is just cool (albeit a little old news).
YouTube user CryZENx made a few tech demos that star classic video game characters, with modern, Unreal Engine 4-powered graphics. Samus has a glossy, metallic suit of armor. Goku launches bright Kamehameha blasts, as well as punches, kicks, and spins with his power pole, all while his tail wags and whips around behind him.
It is also one of the first demos that I've seen use NVIDIA FleX. One level has two spout of clear blue water. One flows over a pile of rigid bodies and splits in the corner of the world, and the other flows through two water wheels, which shape the spout before it blobs on the ground.
As always, be careful running what you download from the internet. That said, it doesn't trigger a permission escalation (UAC) or anything, so chances are that it is just a typical project cooked through Unreal Engine 4. Nintendo and others might be a bit upset at their trademarks being used, but it's a non-commercial tech demo for a hobbyist game developer.
They would be better off hiring them.
Subject: General Tech | September 1, 2015 - 04:24 PM | Scott Michaud
Tagged: unreal engine 4, unreal engine, ue4.9, ue4, epic games, dx12
For an engine that was released in late-March, 2014, Epic has been updating it frequently. Unreal Engine 4.9 is, as the number suggests, the tenth release (including 4.0) in just 17 months, which is less than two months per release on average. Each release is fairly sizable, too. This one has about 232 pages of release notes, plus a page and a half of credits, and includes changes for basically every system that I can think of.
The two most interesting features, for me, are Area Shadows and Full Scene Particle Collision.
Area Shadows simulates lights that are physically big and relatively close. At the edges of a shadow, the object that casts the shadow are blocking part of the light. Wherever that shadow falls will be partially lit by the fraction of the light that can see it. As that shadow position gets further back from the shadow caster, it gets larger.
On paper, you can calculate this by drawing rays from either edge of each shadow-casting light to either edge of each shadow-casting object, continued to the objects that receive the shadows. If both sides of the light can see the receiver? No shadows. If both sides of the light cannot see the receiver? That light is blocked, which is a shadow. If some percent of a uniform light can see the receiver, then it will be shadowed by 100% minus that percentage. This is costly to do, unless neither the light nor any of the affected objects move. In that case, you can just store the result, which is how “static lighting” works.
Another interesting feature is Full Scene Particle Collision with Distance Fields. While GPU-computed particles, which is required for extremely high particle counts, collide already, distance fields allow them to collide with objects off screen. Since the user will likely be able to move the camera, this will allow for longer simulations as the user cannot cause it to glitch out by, well, playing the game. It requires SM 5.0 though, which limits it to higher end GPUs.
This is also the first release to support DirectX 12. That said, when I used a preview build, I noticed a net-negative performance with my 9000 draw call (which is a lot) map on my GeForce GTX 670. Epic calls it “experimental” for a reason, and I expect that a lot of work must be done to deliver tasks from an existing engine to the new, queue-based system. I will try it again just in case something changed from the preview builds. I mean, I know something did -- it had a different command line parameter before.
UPDATE (Sept 1st, 10pm ET): An interesting question was raised in the comments that we feel could be a good aside for the news post.
Anonymous asked: I don't have any experience with game engines. I am curious as to how much of a change there is for the game developer with the switch from DX11 to DX12. It seems like the engine would hide the underlying graphics APIs. If you are using one of these engines, do you actually have to work directly with DX, OpenGL, or whatever the game engine is based on? With moving to DX12 or Vulcan, how much is this going to change the actual game engine API?
Modern, cross-platform game engines are basically an API and a set of tools atop it.
For instance, I could want the current time in seconds to a very high precision. As an engine developer, I would make a function -- let's call it "GetTimeSeconds()". If the engine is running on Windows, this would likely be ((PerformanceCounter - Initial) / PerformanceFrequency) where PerformanceCounter is grabbed from QueryPerformanceCounter() and PerformanceFrequency is grabbed from QueryPerformanceFrequency(). If the engine is running on Web standards, this would be window.performance.now() * 1000, because it is provided in milliseconds.
Regardless of where GetTimeSeconds() pulls its data from, the engine's tools and the rest of its API would use GetTimeSeconds() -- unless the developer is low on performance or development time and made a block of platform-dependent junk in the middle of everything else.
The same is true for rendering. The engines should abstract all the graphics API stuff unless you need to do something specific. There is usually even a translation for the shader code, be it an intermediate language (or visual/flowchart representation) that's transpiled into HLSL and GLSL, or written in HLSL and transpiled into GLSL (eventually SPIR-V?).
One issue is that DX12 and Vulkan are very different from DX11 and OpenGL. Fundamentally. The latter says "here's the GPU, bind all the attributes you need and call draw" while the former says "make little command messages and put it in the appropriate pipe".
Now, for people who license an engine like Unity and Unreal, they probably won't need to touch that stuff. They'll just make objects and place them in the level using the engine developer's tools, and occasionally call various parts of the engine API that they need.
Devs with a larger budget might want to dive in and tweak stuff themselves, though.
Unreal Engine 4.9 is now available. It is free to use until your revenue falls under royalty clauses.
Subject: General Tech, Graphics Cards, Shows and Expos | March 4, 2015 - 05:52 PM | Scott Michaud
Tagged: GDC, gdc 15, nvidia, epic games, ue4, unreal engine 4, PhysX, apex
NVIDIA and Epic Games have just announced that Unreal Engine 4 developers can view and modify the source of PhysX. This also includes the source for APEX, which is NVIDIA's cloth and destruction library. It does not include any of the other libraries that are under the GameWorks banner, but Unreal Engine 4 does not use them anyway.
This might even mean that good developers can write their own support for third-party platforms, like OpenCL. That would probably be a painful process, but it should be possible now. Of course, that support would only extend to their personal title, and anyone who they share their branch with.
If you are having trouble finding it, you will need to switch to a branch that has been updated to PhysX 3.3.3 with source, which is currently just “Master”. “Promoted” and earlier seem to be back at PhysX 3.3.2, which is still binary-only. It will probably take a few months to trickle down to an official release. If you are still unable to find it, even though you are on the “Master” branch, the path to NVIDIA's source code is: “Unreal Engine/Engine/Source/ThirdParty/PhysX/”. From there you can check out the various subdirectories for PhysX and APEX.
NVIDIA will be monitoring pull requests sent to that area of Unreal Engine. Enhancements might make it back upstream to PhysX proper, which would then be included in future versions of Unreal Engine and anywhere else that PhysX is used.
In other news, Unreal Engine 4 is now free of its subscription. The only time Epic will ask for money is when you ship a game and royalties are due. This is currently 5% of gross revenue, with the first $3000 (per product, per calendar quarter) exempt. This means that you can make legitimately free (no price, no ads, no subscription, no microtransactions, no Skylander figurines, etc.) game in UE4 for free now!
Subject: General Tech | March 1, 2015 - 09:11 PM | Scott Michaud
Tagged: quixel, GDC, gdc 15, ue4, unreal engine 4, gdc 2015
You know that a week will be busy when companies start announcing a day or two early to beat the flood. While Game Developers Conference starts tomorrow, Quixel published their Jungle demo to YouTube today in promotion of their MEGASCANS material library. The video was rendered in Unreal Engine 4.
Their other material samples look quite convincing. The vines on a wall (column in this case) is particularly interesting because it even looks like two distinct layers, despite being a single mesh with displacement as far as I can tell. I don't know, maybe it is two or three layers. It would certainly make sense if it was, but the top and bottom suggests that it is single, and that is impressive. It even looks self-occluding.
Pricing and availability for the library is not yet disclosed, but it sounds like it will be a subscription service. The software ranges from $25 to $500, depending on what you get and what sort of license you need (Academic vs Commercial and so forth).
Subject: General Tech | October 26, 2014 - 11:15 PM | Scott Michaud
Tagged: square enix, kingdom hearts 3, unreal engine 4, ue4
I did not report on this the first time because it did not seem like a credible rumor. As it turns out, they were citing an interview with the game's director from Famitsu, the Japanese video game magazine. Basically, while Square likes to make their own engine to use with their RPG projects, their Luminous Engine did not satisfy their needs so they decided to shift production to Unreal Engine 4. While it is still not scheduled to come to the PC, we know that the engine feels at home on our platform.
Image Credit: Wikipedia
It seems pretty clear that Kingdom Hearts was not moved to Unreal Engine 4 for PC support. That would just be silly. More likely, their internal engine might have needed a little extra development work and, especially with the vastly different art styles of Kingdom Hearts and Final Fantasy, they moved the two release dates further apart. Maybe they will even release Kingdom Hearts 3 earlier than intended?
But, if it does come to the PC, it seems somewhat more likely that it will function better than Final Fantasy XIII does. That title was locked to 720p with a few odd quirks, like Esc being the equivalent of "/qq" despite even Alt+F4 giving a warning prompt, and that it seems to require a keyboard to close (I could not find a way to close the game with the gamepad or mouse alone). That said, while a tangent-to-a-tangent, I did like the option to have the original, Japanese dub. Yet again, I digress.
This was not the first time that Square has developed an RPG on Unreal Engine. The Last Remnant, for the Xbox 360 and PC, was developed on Unreal Engine 3. Kingdom Hearts 3 does not have a release date, but it might be sooner than we expect (and probably much earlier than Final Fantasy XV).
Subject: General Tech | May 4, 2014 - 04:14 AM | Scott Michaud
Tagged: Unreal Tournament, unreal engine 4, unreal, ue4
Unreal Tournament will make a comeback. This Thursday, on the official UnrealEngine Twitch.tv channel, Epic Games will make some announcement about the future of the franchise. The only other concrete information that we have is in the original tweet from Paul Meegan, their vice president of product development for about a year and a half.
— Paul Meegan (@PaulMeegan) May 2, 2014
So, Unreal Engine 4 dev community and Epic. That could mean any number of things but it sure seems to suggest that the community will have an active hand in its development. As our readers know, UE4's licensing structure has transitioned from an undisclosed, large fee upfront and a percentage of revenue to a small monthly subscription (and five percent of revenue). Full source code is provided to these licensees.
Perhaps the game is not, itself, the product?
Or maybe it is. Who knows. I just get an... off... feeling from the structure of this preannouncement (and that is not a bad thing). It is set to occur on the stream where they record Unreal Engine training videos. They explicitly mention "UE4 Dev Community + Epic". Why the community so front and center?
According to Edge, Epic is currently working on three titles: Fortnite, an unannounced mobile game, and an unannounced "high-end next generation title". The mobile title is currently in pre-production and will not be "formally announced for some time". This, of course, leaves one of two possibilities: it is the "high-end next generation title" or Epic is not counting it as an official title, for some reason.
Going a little further, Fortnite is said to be PC exclusive. If Unreal Tournament is their high-end next generation title, it will either be their only offering on the next generation consoles, or they do not have a planned offering on a next generation console.
As fun as it is to speculate, I should be clear that this is entirely speculation. We will know more when Epic makes their announcement, Thursday at 2PM EDT.
Subject: General Tech, Mobile | April 27, 2014 - 01:50 AM | Scott Michaud
Tagged: unreal engine 4, ue4, epic games
Epic Games has just incremented the minor version number of their popular engine by releasing Unreal Engine 4.1 to all subscribers. While the dot-zero was available privately for quite some time, it was made public barely a month ago. Its headlining feature is a few extra platforms: Linux, SteamOS, Xbox One, and Playstation 4. Each of these are included in the 19$ per month and 5-percent royalty agreement -- excluding outside fees, such as those required to become a registered developer with Sony and/or Microsoft, obviously.
You will also need a capable Windows PC to deploy a game to Playstation 4, Xbox One, Linux, or SteamOS... "for now". This implies that development on other platforms is being considered. Development from OSX seems likely, as does Linux, but creating games on an Xbox One or Playstation 4 seems a bit far-fetched. Who knows though? If any company has good enough relationships with Sony and Microsoft to make it happen, it would be Epic.
— Ray Davis (@EpicRayD) April 25, 2014
I am guessing... Dreamcast support is a "no". It was not that ahead-of-the-curve.
The actual update notes are just shy of 7000 words and about 20 pages long, so platforms are not everything. Epic has been adding a lot of content and templates to the engine and their marketplace, including the Elemental demo first seen at E3 2012. The editor was also updated with numerous improvements, such as better FBX importing (FBX is a cross-application 3d file format).
Also, it is available now.